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XCEngine/editor/AGENTS.md

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XCUI Editor Agent Guide

This file documents the current editor architecture for agents working under editor/. It describes the code that exists in this checkout, not a desired future shape.

If this file conflicts with the current code, editor/CMakeLists.txt, or the real directory tree, trust the code and update this file in the same change.

Build Shape

The important production targets are:

  • XCUIEditorLib: reusable XCEditor framework code from editor/src and editor/include/XCEditor, including the reusable window authority, synchronization planner, and presentation projection under XCEditor/Windowing.
  • XCUIEditorAppWindowing: app-internal static library for the current host contracts, content controllers, coordinators, frame transfer flow, backend-neutral runtime controllers, and window manager. It consumes render services through editor/app/Rendering/Host interfaces; it must not include concrete D3D12 or Win32 rendering implementation headers.
  • XCUIEditorApp: concrete editor executable. Its output name is XCEngine.

Do not invent target boundaries that are not present in editor/CMakeLists.txt. Names such as XCUIEditorAppCore, XCUIEditorAppLib, and XCUIEditorHost are not current production library boundaries in this checkout.

There is now a narrow public editor/include/XCEditor/Windowing layer for the generic window authority model, synchronization plan/planner, and presentation projection. App-specific window orchestration remains under editor/app/Windowing, render host contracts remain under editor/app/Rendering/Host, the concrete D3D12 renderer remains under editor/app/Rendering/D3D12, and the concrete Win32 host remains under editor/app/Platform/Win32.

Layering

Use these ownership boundaries when changing code:

  • editor/include/XCEditor and editor/src: reusable editor framework. Keep this layer independent from app state, Win32, D3D12 host code, and App::* types.
  • editor/include/XCEditor/Windowing and editor/src/Windowing: reusable window authority, validation, synchronization planning, commit, and presentation projection. Keep this layer generic and free of app content, host runtime, native platform, and rendering details.
  • editor/app/Composition, Commands, Features, Project, Scene, State, System, UtilityWindows: editor product semantics.
  • editor/app/Windowing/Content, Coordinator, Frame, Host, Runtime: app window orchestration, content ownership, frame driving, frame transfer, and per-window runtime state. Keep this layer backend-neutral; it may depend on editor/app/Rendering/Host contracts, but not concrete render backends.
  • editor/app/Platform/Win32: native window, message dispatch, input, lifecycle, chrome, HWND ownership, and native host adapter behavior.
  • editor/app/Rendering/Host: app rendering contracts consumed by app windowing and app content, including the render-runtime factory interface.
  • editor/app/Rendering/D3D12: concrete D3D12 window renderer, UI renderer, texture host, text system, render loop, render-runtime adapter, and render-runtime factory.

The semantic dependency direction should remain:

XCEditor framework
  <- editor app semantics
  <- app windowing runtime / rendering host contracts
  <- application composition root / concrete Win32 and rendering adapters

Startup Flow

The application starts through:

app/main.cpp
  -> RunXCUIEditorApp
  -> Application::Run
  -> Application::Initialize

The primary workspace window is initialized through:

EditorContext::BuildWorkspaceController()
  -> EditorWindowSystem::BootstrapPrimaryWindow(...)
  -> EditorWindowManager::CreateWorkspaceWindow(...)
  -> EditorWindowContentFactory::CreateWorkspaceContentController(...)
  -> EditorWindowRenderRuntimeFactory::CreateWindowRenderRuntime()
  -> EditorWindowRuntimeController(EditorContext, contentController, renderRuntime)
  -> EditorWindowInstance(runtimeController)
  -> EditorWindowHostRuntime::CreateHostWindow(windowInstance, ...)
  -> Win32 EditorWindow native peer

Keep authoritative window bootstrap in EditorWindowSystem; do not move it back into the Win32 host.

Frame Runtime Ownership

EditorWindowManager owns steady-state frame iteration and the immediate-frame callbacks used by native paint, resize, maximize/restore, and chrome actions. The Win32 host may request a frame through EditorWindowHostCoordinator, but it must not own the editor frame loop or fetch EditorContext.

EditorWindowRuntimeController lives under editor/app/Windowing/Runtime. App windowing creates it from EditorContext plus a workspace or utility content controller plus a backend-neutral EditorWindowRenderRuntime, then wraps it in app-owned EditorWindowInstance. The Win32 host receives the instance only as an EditorHostWindow owner/native-peer binding; it must not store or call EditorWindowRuntimeController directly, create content controllers, or receive EditorContext.

Concrete renderer selection is composed above both app windowing and the native host. Application creates the current D3D12EditorWindowRenderRuntimeFactory and passes it into EditorWindowManager; app windowing asks the factory for backend-neutral Rendering::Host::EditorWindowRenderRuntime instances. EditorWindowInstance owns runtime controllers that already contain their render runtime; the Win32 host must not create concrete render backends or own render runtimes. EditorWindowRuntimeController may call EditorWindowRenderRuntime, UiTextureHost, and ViewportRenderHost, but it must not include Rendering/D3D12 headers, windows.h, or HWND types.

The host contract direction is:

EditorWindowManager / coordinators
  -> ask EditorWindowRenderRuntimeFactory for EditorWindowRenderRuntime
  -> create EditorWindowRuntimeController
  -> wrap it in app-owned EditorWindowInstance
  -> EditorWindowHostRuntime::CreateHostWindow(windowInstance, ...)
  -> Win32 EditorWindow owns HWND/input/chrome and calls back through native-peer contract

Window Authority Model

EditorWindowSystem owns the authoritative UIEditorWindowWorkspaceSet through EditorWindowWorkspaceStore.

Normal per-frame workspace edits now use direct writes into that authoritative state:

EditorWorkspaceWindowContentController::UpdateAndAppend(...)
  -> EditorWindowSystem::TryBuildLiveWindowWorkspaceController(windowId, ...)
  -> UIEditorWorkspaceController::BindToState(...)
  -> workspace operations mutate the bound authoritative workspace/session

The old normal path is obsolete:

snapshot diff
  -> workspaceMutation frame request
  -> coordinator
  -> synchronization plan
  -> commit

Do not reintroduce workspaceMutation as the steady-state route for ordinary layout, tab, visibility, or active-panel edits inside an existing workspace window.

Cross-window create, update, close, and destroyed-window reconciliation still use the planner/coordinator flow:

target UIEditorWindowWorkspaceSet
  -> EditorWindowSystem::BuildPlanForWindowSet(...)
  -> EditorWindowWorkspaceCoordinator::ApplySynchronizationPlan(...)
  -> EditorWindowSystem::CommitSynchronizationPlan(...)

EditorWindowWorkspaceCoordinator::RefreshWindowPresentation(...) refreshes each workspace window projection from authoritative state. Presentation should follow authority; it should not become a second source of truth.

Frame Transfer Requests

EditorWindowFrameTransferRequests is only for host-side or cross-window side effects that cannot be represented as direct in-window workspace edits.

Current request fields are:

  • workspace.beginGlobalTabDrag
  • workspace.detachPanel
  • utility.openUtilityWindow

There is no workspace.workspaceMutation field in the current frame transfer contract. Treat any doc, comment, or test name that says otherwise as stale.

Window Categories

Workspace and utility windows share the native host path but use distinct content controllers.

  • Workspace windows use EditorWorkspaceWindowContentController.
  • Utility windows use EditorUtilityWindowContentController.
  • App windowing creates content through EditorWindowContentFactory.
  • App windowing wraps content in EditorWindowRuntimeController, then owns that runtime through EditorWindowInstance.
  • The concrete host creates a native peer for an existing app-owned EditorHostWindow; it does not receive or validate runtime controllers.

Utility windows are descriptor driven through EditorUtilityWindowDescriptor, EditorUtilityWindowRegistry, and CreateEditorUtilityWindowPanel(...). Register new utility windows there rather than hard-coding them in Win32 host logic.

Modification Rules

  • First decide whether the change belongs to XCEditor framework, app semantics, app windowing, Win32 host, or rendering host.
  • Keep public framework headers free of App::*, Win32, and D3D12 host types.
  • Do not add editor/app as an include directory for XCUIEditorLib. App-only services must cross into framework code through framework-owned interfaces and app-side adapters.
  • Do not compile ${XCUI_EDITOR_SHARED_SOURCES} directly into XCUIEditorApp; the executable should consume shared framework code through XCUIEditorLib.
  • Use editor/include/XCEditor/Windowing and editor/src/Windowing for generic window authority, synchronization, validation, and presentation projection.
  • Use editor/app/Windowing for app-specific window runtime semantics, content, frame transfer, host contracts, runtime controllers, and coordinators.
  • Use editor/app/Rendering/Host for renderer-facing contracts that app windowing or app content may consume, including EditorWindowRenderRuntimeFactory.
  • Use editor/app/Rendering/D3D12 for concrete D3D12 renderer ownership, swap-chain/present/capture details, UI texture/text/render systems, and the D3D12 EditorWindowRenderRuntime implementation and factory.
  • Use editor/app/Platform/Win32 only for native host behavior and message integration. Win32 code may request frames through the host coordinator; it must not own the editor frame loop, expose EditorContext, or create concrete render backends.
  • Do not let editor/app/Windowing include Platform/Win32 headers.
  • Do not let editor/app/Windowing include Rendering/D3D12 headers, windows.h, or HWND types. It should consume concrete rendering only through Rendering::Host::EditorWindowRenderRuntime and Rendering::Host::EditorWindowRenderRuntimeFactory.
  • Do not let editor/app/Platform/Win32 include Rendering/D3D12 headers or implement render-runtime factory methods on the native host interfaces.
  • Do not spread D3D12 host types into app windowing content, coordinator, frame-transfer, runtime-controller, or public host-contract headers.
  • Do not let Win32 host code create workspace or utility content directly. It should receive an app-owned EditorHostWindow/EditorWindowInstance created by app windowing, not an EditorWindowRuntimeController.
  • Use direct authoritative workspace binding for ordinary in-window workspace mutations.
  • Use synchronization plans for operations that create, close, replace, or reconcile workspace windows.
  • Use frame transfer requests only for host-side or cross-window effects.

Current Architecture Debt

The highest-value windowing boundary has been hardened: XCUIEditorLib now owns the reusable window authority, synchronization planner, workspace store, and presentation projection under XCEditor/Windowing. XCUIEditorAppWindowing owns the app-internal content controller factory, runtime controllers, coordinators, frame transfer flow, host contracts, and manager. The Win32 host is the concrete native adapter and creates native host windows for app-owned EditorWindowInstance objects supplied by app windowing.

The framework/app compile boundary is also enforced. XCUIEditorLib does not receive editor/app includes, and XCUIEditorApp does not directly compile the shared framework sources. When framework UI code needs app-provided data such as loaded icons, expose a framework-owned interface and adapt it in app composition code.

The main windowing debt that was previously in the Win32 host has been cut: frame iteration, immediate frame driving, content-controller construction, and EditorContext ownership now live in app windowing. EditorWindowHostCoordinator does not expose GetEditorContext(), and the native host receives an app-owned EditorWindowInstance rather than raw workspace/utility content or a runtime controller.

The native-peer ownership cut has also been made: EditorWindowManager owns EditorWindowInstance objects, each instance owns its EditorWindowRuntimeController, and editor/app/Platform/Win32/Windowing EditorWindow is a native peer for HWND/input/chrome/message integration. The Win32 platform code must stay free of Windowing/Runtime/EditorWindowRuntimeController.h.

The renderer ownership cut has also been made: XCUIEditorAppWindowing no longer owns the concrete D3D12 window render loop or Win32 surface setup. EditorWindowRuntimeController consumes a backend-neutral Rendering::Host::EditorWindowRenderRuntime, and EditorWindowManager receives a backend-neutral Rendering::Host::EditorWindowRenderRuntimeFactory. The current D3D12 factory is composed in Application, not in the Win32 host.

The remaining promotion debt is the app runtime surface itself. XCUIEditorAppWindowing is still app-internal and may depend on app semantics such as EditorContext, EditorShellRuntime, utility window descriptors, and product-specific content. Do not promote host interfaces, frame transfer, runtime controllers, content controllers, or render-runtime contracts to XCEditor until they are generic enough to expose. Do not move frame ownership back into editor/app/Platform/Win32, do not move concrete renderer ownership back into editor/app/Windowing, and do not move renderer factory ownership back into the Win32 host.

Do not take another architecture cut just to keep carving this area. After the native-peer ownership boundary, the next default improvement should be boundary guardrails, such as checks that keep editor/app/Windowing free of Rendering/D3D12, Platform/Win32, windows.h, and HWND types, and keep editor/app/Platform/Win32 free of Rendering/D3D12 and Windowing/Runtime/EditorWindowRuntimeController.h. Consider another structural cut only when there is concrete pressure, such as another native host, another render backend, or headless editor/window tests.

Validation

Default editor validation is only the app build plus the 12-second smoke run:

cmake --build build --config Debug --target editor_ui_smoke_targets
build\tests\UI\Editor\smoke\Debug\editor_ui_smoke_runner.exe build\editor\Debug\XCEngine.exe

Do not run editor_windowing_phase1_tests, editor_ui_tests, or broader test targets by default. Run them only when the user explicitly asks for them or a separate targeted change makes them necessary.

The runner sets XCUIEDITOR_SMOKE_TEST_DURATION_SECONDS=12, waits for the editor to launch, lets the app auto-exit, and treats a clean editor exit as success.

Start with these files for editor/windowing work:

  • editor/CMakeLists.txt
  • editor/app/Bootstrap/Application.*
  • editor/app/Composition/EditorContext.*
  • editor/app/Composition/EditorShellRuntime.*
  • editor/include/XCEditor/Workspace/UIEditorWorkspaceController.h
  • editor/src/Workspace/UIEditorWorkspaceController.cpp
  • editor/include/XCEditor/Windowing/System/EditorWindowSystem.h
  • editor/include/XCEditor/Windowing/System/EditorWindowSynchronizationPlan.h
  • editor/include/XCEditor/Windowing/System/EditorWindowSynchronizationPlanner.h
  • editor/include/XCEditor/Windowing/Presentation/EditorWorkspaceWindowProjection.h
  • editor/include/XCEditor/Windowing/Presentation/EditorWindowPresentationPolicy.h
  • editor/src/Windowing/System/EditorWindowSystem.cpp
  • editor/src/Windowing/System/EditorWindowWorkspaceStore.*
  • editor/src/Windowing/System/EditorWindowSynchronizationPlanner.cpp
  • editor/src/Windowing/Presentation/EditorWindowPresentationPolicy.cpp
  • editor/app/Windowing/Host/EditorWindowHostInterfaces.h
  • editor/app/Windowing/Content/EditorWindowContentController.h
  • editor/app/Windowing/Content/EditorWindowContentFactory.*
  • editor/app/Windowing/Content/EditorWorkspaceWindowContentController.*
  • editor/app/Windowing/Frame/EditorWindowFrameOrchestrator.*
  • editor/app/Windowing/Frame/EditorWindowTransferRequests.h
  • editor/app/Windowing/Runtime/EditorWindowRuntimeController.*
  • editor/app/Windowing/Runtime/EditorWindowScreenshotController.*
  • editor/app/Windowing/EditorWindowInstance.*
  • editor/app/Windowing/Coordinator/EditorWindowWorkspaceCoordinator.*
  • editor/app/Windowing/Coordinator/EditorUtilityWindowCoordinator.*
  • editor/app/Windowing/EditorWindowManager.*
  • editor/app/Rendering/Host/EditorWindowRenderRuntime.h
  • editor/app/Rendering/D3D12/D3D12EditorWindowRenderRuntime.*
  • editor/app/Platform/Win32/Windowing/EditorWindow.*
  • editor/app/Platform/Win32/Windowing/EditorWindowHostRuntime.*
  • editor/app/Platform/Win32/Windowing/EditorWindowMessageDispatcher.*
  • tests/UI/Editor/smoke/CMakeLists.txt

Recent Cuts

  • The framework-to-app icon dependency is sealed: UIEditorShellCompose uses the framework-owned UIEditorShellIconResolver, and the app adapts BuiltInIcons in EditorShellDrawComposer.
  • The framework/app compile boundary is sealed: XCUIEditorLib does not receive editor/app includes, XCUIEditorApp does not directly compile ${XCUI_EDITOR_SHARED_SOURCES}, and the app consumes framework code through XCUIEditorLib.
  • The reusable window authority core lives in the framework: EditorWindowSystem, synchronization planning, workspace store, and presentation projection are under editor/include/XCEditor/Windowing and editor/src/Windowing.
  • App windowing owns the runtime cut: content controllers, EditorWindowRuntimeController, frame driving, frame transfer, host contracts, and EditorWindowManager are under editor/app/Windowing; Win32 remains the native adapter and no longer exposes EditorContext.
  • The native-peer ownership cut is sealed: app windowing now owns live EditorWindowInstance objects, those instances own EditorWindowRuntimeController, and Win32 EditorWindow only owns the native peer side for HWND/input/chrome/message work. CreateHostWindow(...) binds a native peer to an existing EditorHostWindow; it does not receive a runtime controller.
  • The concrete renderer cut is sealed: app windowing consumes Rendering::Host::EditorWindowRenderRuntime and Rendering::Host::EditorWindowRenderRuntimeFactory, while the current D3D12 implementation and factory live under editor/app/Rendering/D3D12. The factory is composed in Application; editor/app/Windowing should stay free of Rendering/D3D12, windows.h, and HWND types, and editor/app/Platform/Win32 should stay free of Rendering/D3D12.
  • Default validation remains the editor app build plus the 12-second smoke run; run broader windowing/unit targets only for targeted coverage.